AA 12 thread

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Steeps

FNG / Fresh Meat
Dec 14, 2010
251
87
0
USA
I never really use the AA12. The only map I use it on regularly is Departed (pump + AA12) and once in a while on Bedlam. :(

To me it is the
 

sph34r

FNG / Fresh Meat
Jun 5, 2011
290
187
0
I think the AA12 is good for just one thing. If you're playing a smaller game (like 2-4 people), then dropping an AA12 behind your camp spot can be effective. If you ever get overrun, drop your HSG or something, pick up the AA12, then spam away.
 

Johnny9

FNG / Fresh Meat
Jun 9, 2011
61
5
0
Chicago
I love the AA-12. Specifically its ability to turn trash mobs into juice when we're being overrun or if (insert commando's name) is not doing their job... Of course for the big boys nothing beats the HSG.


I like the AA12. The only thing I would complain about is that it is bound to slot 4 together with the hunting shotgun. I would rather have it bound to slot 3 with the pump action since the hunting shotgun is THE must-have past wave 5 as support.

I agree 100% plus the fact that I sometimes spawn as medic if I'll be playing support and keep the mp7. Now add pipes and you're juggling 4 slot 4 weapons. That can get a little confusing when things get crazy. :confused:
 

Cockney Nutjob

FNG / Fresh Meat
Nov 22, 2009
70
39
0
I don't understand why people have so much distain for the dual HC's, they are a completely different weapon to the single handcannon and meant for completely different situations. Single HC is what you use to pick off individual Zeds, similar to a LAR. Double them up though and you have yourself an awesome 'panic button' that can put down a huge amount of damage rather quickly, provided you don't need to aim. Considering they're so light I find them quite useful at times, particularly when playing medic.

The dual 9mms however are only good for the tiny bit of extra cash you can earn when you find one on the floor in the first wave. Other than that, they are completely useless, unfortunately.

As for the AA-12, it's a similar thing I guess - great as a 'panic button' weapon, if you have no Commandos or Firebugs to deal with all the trash then it will be essential, but it can also turn it's hand to Skrakes and Fleshpounds, so it just comes down to personal preference I guess.
 
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Liberty

FNG / Fresh Meat
Feb 17, 2011
55
6
0
As always it depends on the team make up + the map + the trader distances (Can I have 2 or 3 extra pumps laying around?)

Each gun really has their benefits.

For the pump shotgun, you can rely on its heavier hit, higher pellet count, and better penetration to fire into a group going for body shots.

The AA12 trades off raw power for a tighter spread, faster rate of fire, more rounds in the mag and more rounds overall. The key factor being, rather than going for body shots on things like Gorefasts and Bloats you need to clip their heads off by aiming a little higher. (Otherwise the extra ammo is wasted)

For the pump shotgun ammo can turn into an issue quick if you have to make a lot of follow up shots to finish off a crawler that manages to make it through (and don't have anyone else like a commando to do it for you). This issue is however mitigated if the map has close traders and you can have a pile of extra ones laying around.

For the AA12 if you use your ammo responsibly (and again don't full auto everything in sight) you'll have a lot more leeway and the option to unload if/when you need it. It also hurts your ammo supply less if you need to spend another shell to finish off something that gets through.

Reload speeds, again both have their benefits, both have their downfalls. If you have everyone covering what they need to cover the Pump Shotty works fine, however if things start falling apart reloading one shell at a time can let you be overrun quickly. Where with the AA12 if people reload at different times its much easier to keep a steady rate of fire up. And if you are being over run, if you can make it through the reload time you'll have another 20 shells to clear out whatever is getting to you.

Where the pump shotgun really comes out ahead is cost. You can easily have 2 or 3 of them laying around and still not spend anywhere near what it costs for 1 AA12. But if money isn't an issue, either will work fine if you play to their strengths.
 
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Lewt

FNG / Fresh Meat
Sep 5, 2010
404
112
0
The pump action has a total damage potential of 11,760 assuming all pellets hit the body, and unperked. AA12 has 12,000. Headshot multiplier is the same.

People say that the AA12 has a tighter spread, but it only has less recoil (according to Phada's Weapon/Specimen stats, maybe having 2 less pellets affects spread somehow, but the numerical 'spread' value is still the same). And there tends to be a belief that nobody with the default shotgun actually aims for the head - where it really is easier to get headshots with it.

I've also noticed that shotguns sometimes fire AFTER the recoil takes place, or bug out in zed time, which is very noticeable with both of the guns in question, but easier to compensate for with the pump.

Plus with my perk levels at the moment, the AA12 generally takes 2 - 3 shots to down something, where a single shotgun blast will decap bloats, gores, etc with ease. And if I don't kill something behind that nasty 'ol gorefast with one shot, the commando only needs 1 bullet to finish it off.



So yeah. If anybody on my team ever needs money for anything I'm not getting the AA. If there's a huge amount of cash near the end of the game, sure, but whenever I use the AA12 I start to miss my pump action for trash (or the HS).
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
0
TN
My opinion on the AA12 is that you should never ever use it over the Pump + Hunting if you are playing seriously. It is a lot of fun to use, but the Pump is better overall. More damage per shot, more pellets per shot, the ammo lasts longer, also who can forget about the massive price of the AA12. It would be much better for the team to give a good demo $1200 instead of buying a weapon often inferior to a $149(?) Pump shotgun.

Also I have noticed that increased damage and pellets tends to make it penetrate much better than the AA12 in every situation. Anyway yeah thats my opinion on the weapon.

I agree, and rarely use the AA12 over the pump, plus I can carry an HC or dual 9mms as well. Also, in extreme situations, I can load one shell at a time, shoot it, and load again. This is generally "just enough" to keep everything at bay for a second or so, and has saved my team before.

I generally don't see the AA12 as worth the price, and I would rather have full nades and a HC or dual 9mms instead, with a pump.

The dual 9mms however are only good for the tiny bit of extra cash you can earn when you find one on the floor in the first wave. Other than that, they are completely useless, unfortunately.

Gotta disagree with this, as people who have played with me as a support can say, I use dual 9mms to great effect as support, even on HoE. I think of them as a "3rd cheap shotgun" and fire fast 4-5 round bursts at heads. It saves me a lot of shotgun shells, and I generally use a hunting with it, and save my full pump for a panic weapon. I do use all 3 weapons regularly, switching as I get low on ammo. I also usually carry a machete with this setup. Usually, I'll main the pump and when I get down to about 16 shells, I'll use something else and save it for a backup, I do this with commando as well, when my AK has about 2-3 mags left, I use the SCAR or bullpup.
 

noupperlobeman

FNG / Fresh Meat
Dec 21, 2010
318
173
0
35
Corning, New York
I prefer to use the aa-12 on pat wave only, I usually run hunting + pump.

But if we are lacking sharpshooters and/or demo I pick it up to help drop the big zeds.

The thing I've noticed with the hunting is that it has huge damage, but it takes awhile to kill. You almost always need help or you are gonna get greased. The aa-12 is a little more forgiving.